Adds debug/limb_deform_check.gd, which skins the leg vertices by hand and
compares them against the rest pose across a sweep of run, walk, jump, fall,
slide and dash. It reports lengthwise stretch (bending a knee can only shrink
this, so growth is genuine stretching) and cross-section loss (the linear-blend
"candy wrapper" collapse at a bent joint).
No gameplay or character code changes in this commit. Current readings on
Taila, through the full runtime stack:
lengthwise stretch 1.05 worst (Body, ClothB, ClothCAndW), 1.03 outline shell
cross-section 0.93 knee, 0.84 hip, 0.91 ankle
Sanity check on the method: the measured rest span of the leg vertex cloud is
0.818 m against 0.843 m of thigh+shin bone length, so the skinning maths is
producing real positions rather than plausible-looking noise.
That is ordinary linear-blend skinning. Combined with the earlier findings — no
bone pose basis deviating from a pure rotation by more than 0.00001, and no
bone length drifting by more than 0.0000 m — the leg geometry is not squashing
or stretching in any measurable way, so there is nothing here to fix blind.
Committing the instrument so the next round starts from a number.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Legs: the previous pass deliberately stopped at the knee, on the reasoning that
cross-leg weighting above it is legitimate for skirts. It is — but the LEGS
themselves are up there too, and 122 vertices on Taila's thigh mesh carry up to
35% of the opposite leg. Running and jumping are exactly what splits the legs
far enough for that to show, which is why the cuffs came good while the legs
kept squashing.
The repair now runs above the knee as well, but only on vertices that belong to
a leg. Limb membership is decided by distance to that leg's own bone chain, not
by height and not by surface name: a thigh vertex hugs its bone, while a skirt
vertex hangs clear of both chains and is left blended so it can still drape over
the two legs. The radius is half the gap between the thigh bones, so it scales
with the character rather than being a magic number. Taila now snaps 1217
vertices (was 720), Miku 370 (was 214).
Weapons: at low-ready the stock was dropped 0.20 m below the shoulder joint down
to the ribs, with the muzzle pitched 22 degrees down. That pulls the whole
weapon off the shoulder and out of the supporting arm — it read as dangling
from the hands rather than being carried. Low-ready now stays in the shoulder
pocket and merely relaxes out of it (0.07 m drop), with a shallow 9 degree
muzzle tilt. All six weapons now sit in the shoulder with both hands on them.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Found the real cause of the leg stretching, after three wrong guesses.
720 vertices on Taila are weighted to BOTH legs at once below the knee — 262 in
the boot/cuff surface, 208 in the outline shell, 176 in the body, the worst at a
dead-even 49/51 split. A vertex pulled equally by both feet sits halfway between
them and STAYS there while the legs separate, stretching every triangle around
it. That is the band between the ankles and the elongated boot that reads as the
legs being squashed. SkinLegRepair snaps each below-knee vertex to whichever leg
already dominates it, renormalises, then drops the few triangles still spanning
the two legs (48 on Taila, 0 on Miku, which needs 214 vertices snapped).
What finally located it was reproducing the artefact through the FULL runtime
stack in a bright scene. Every previous "clean" render had bypassed the game's
animation stack — playing the clip straight off the GLB's AnimationPlayer with
no AnimationTree and no pose modifier — so it could never show the bug. With the
real stack the boot visibly stretches, and freezing the AnimationTree at the
rest pose renders it perfectly, which proves the pose is fine and the skinning
is not. Confirming measurements, all through the runtime stack during a run:
no bone's pose basis deviates from a pure rotation by more than 0.00001, no
bone's length drifts from its rest offset by more than 0.0000 m, and no
below-knee vertex is influenced by any non-leg bone. There is no squash-and-
stretch in this rig; there never was.
The two earlier attempts at this are both superseded: re-weighting by
triangle-neighbour majority (tore the cloth) and deleting cross-leg triangles
(too narrow — 24 triangles against 720 bad vertices). Hiding the model's own
outline hull, from the last commit, stays: that hull is genuinely broken and
redundant, it just was not the whole story.
Weapon support hand: gun_fore was a single constant 0.35 m for every weapon, so
on a short gun it hung the off hand out past the muzzle with nothing to hold —
that is the "not supported by the arms" case. It is now clamped to 80% of the
weapon's own grip-to-muzzle distance, which only bites on the short guns (MP7
0.35 -> 0.20). All six weapons now sit in the shoulder with both hands on them.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The "linked ankle cuffs" and the "squashed legs" were the same thing, and it
was never the cloth or the weights: it is the model's OWN outline hull.
Isolating it took rendering the raw GLB in a bright scene and toggling one
surface group at a time. The hull ("FullBlack" and "material", the untextured
surfaces that trace the body and hair silhouettes) is a duplicated shell whose
skin weights do not track the base mesh through a deep bend. During a run it
tears into spikes and stretches sheets across the ankles. Hiding just those
surfaces makes the legs render perfectly clean, with no other change — so the
two previous attempts here were both treating symptoms:
* re-weighting stray ankle vertices only tore the cloth (reverted last time)
* deleting cross-leg triangles removed real geometry for no benefit
(SkinMeshRepair is deleted in this commit — the clean render above was
produced WITHOUT it)
The hull is also redundant: characters already get an inverted-hull overlay
from apply_toon_recursive AND the screen-space ink_edge pass, so dropping it
costs nothing visually. The EYE cards (EyesFullBlack lashes, EyesInvL, EyesHL
highlight) are real facial features rather than a hull, so those are kept, flat
as before. They are told apart by name prefix, not by guesswork about geometry.
Worth recording: no bone is EVER scaled, in any clip. Measured again here
across the whole Run cycle — worst deviation of a bone's pose basis from a pure
rotation is 0.00000. There is no squash-and-stretch in this rig; it only ever
looked that way because of the shell.
Backpedalling now plays the locomotion cycle in reverse (negative TimeScale)
instead of moon-walking with the forward clip — the library ships no authored
backward run. Directional lean is raised from 0.18/0.30 to 0.30/0.42 rad: with
one forward cycle and no strafe clips, the lean is the only cue for which way
the character is travelling, so it has to be legible rather than subtle.
Blends raised again: base 0.22 -> 0.32, locomotion 0.28 -> 0.40. Verified the
cross-fade genuinely applies rather than snapping — instrumented an idle->run
switch and the thigh ramps gradually over the window instead of stepping on
frame one, with xfade_time reading 0.400 s on the Transition node.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
1. Ankle cuffs. The previous pass re-weighted the offending vertices to the
nearer leg, which was the wrong call: the strip between the ankles is REAL
geometry spanning the gap (~10 cm of ClothCAndW crossing x = -0.05 .. +0.05
at ankle height), so re-weighting only tore it in half — a visible seam that
still stretched. A triangle with one corner weighted to each leg has no
correct pose; it must stretch the moment the legs separate. SkinMeshRepair
now deletes those triangles instead (48 on Taila: the cloth band plus its
outline shell). The cut is limited to BELOW THE KNEE, taken from the
skeleton's own rest pose rather than a hardcoded height, because above the
knee cross-leg geometry is legitimate — the skirt and shorts genuinely span
left-thigh to right-thigh weights at the crotch.
2. The M4 floated because _measure_weapon derived the grip from mesh AABBs, and
the FBX guns report bind-pose bounds tens of metres across — it measured the
M4 as 24 m long and pushed the gun 7.5 m in front of the character. Bounding
boxes are simply not trustworthy for these meshes. The grip was already
authored elsewhere: WeaponManager places the first-person viewmodel's hands
at fixed points in weapon space, and every weapon marks its barrel tip with
muzzle_flash.position. Those move to WeaponGrips (dependency-free, so both
the weapon system and the character models can use it without dragging each
other's load order along) and third person now reaches for exactly the
points the viewmodel uses. Every weapon's grip now lands 0.073 m from the
hand — the M4 included, down from 2.32 m — with barrel lengths that match
the models (0.30 m for the MP7, 0.68 m for the DMR).
3. Muzzle flash and tracers were spawned off the viewmodel's muzzle. The
viewmodel is parented to the camera, so its muzzle sits inside the player's
head — in third person the flash appeared by the character's shoulder.
world_muzzle() returns the muzzle of the gun actually in the character's
hands whenever the character is what the viewer sees, and the networked
fire-effect RPC now sends that position too, so remote players stop seeing
tracers leave the shooter's head. Measured: the third-person origin sits at
the held gun, 0.54 m below the head, instead of on the camera.
FSM tests 11/11, spawn smoke test 0 failures.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Three animation complaints, measured before changing anything.
There is NO squash-and-stretch. Instrumented every bone every frame: the
worst deviation of a pose basis from a pure rotation is 0.00000. Every clip's
position tracks match the skeleton's rest pose to within a millimetre (only
DEF-hips translates, as it should) and no scale key deviates from 1. The
"squishing" is a deep BEND, not a scale: the shared library's PistolReload was
authored for someone watching their own hands, and it dives the head 33° with
the whole neck chain at 67°. At that depth Taila's head/hair weights pinch and
the skull changes shape. Dropping neck+head from the upper-body one-shot's
filter leaves them on the locomotion layer: head dive is now 14° and the neck
chain 48°, and the character keeps looking downrange through a reload, which
is what a shooter wants anyway. Trade-off: Throw/Hit no longer swing the head.
The ankle cuffs are not linked by the rig or the clips — the foot bones swing
independently (left/right Z correlation -0.94). They are linked by SKIN
WEIGHTS: 16 vertices belonging to the LEFT cuff, sitting at x = -0.002 just
across the centre line, are weighted to the RIGHT leg, so the far foot drags a
band of cuff across the gap. Position alone cannot classify them (the cuff
they belong to spans x = 0.00 .. 0.05), so SkinWeightRepair decides by
CONNECTIVITY: a vertex that disagrees with 80%+ of the vertices it shares
triangles with gets its leg influences mirrored. Ankle-height cross-leg
triangles go 24 -> 0 on Taila; the pass is conservative enough that Miku needs
exactly 1 vertex and her face/hair/skirt are untouched (only leg bones are
ever considered). Meshes with blend shapes are skipped rather than rebuilt.
Blending: nothing cuts hard any more. Base cross-fade 0.15 -> 0.22, locomotion
0.28-0.30 (Idle/Walk/Run/Sprint switch constantly as speed drifts across their
thresholds, which is where the snapping showed most), reaction moves raised
off their near-instant values but still snappy, and the upper-body one-shot's
own fades widened to 0.14 in / 0.22 out.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Two separate causes behind "too glossy with a thin white outline":
1. The model carries its OWN cel line-work as extra, UNTEXTURED surfaces —
an inverted-hull outline shell plus eye-line/highlight cards (Taila names
them FullBlack / EyesFullBlack / EyesInvL / EyesHL). They are authored to
read as flat black, but the glTF import hands them a default near-white
albedo, and apply_toon_recursive then LIT them. That is the thin white
rim: a pale, toon-shaded outline shell tracing every hair strand. They now
render unshaded flat ink (flat white for the "HL" highlight card).
2. The skin textures already have cel shading painted in. Stacking our hard
3-tone break on top produced a bright stripe that slid across the hair as
the camera moved — the "gloss". Characters now get a soft terminator and
an almost-invisible second step, so the painted shading carries the form.
Both live in a new LevelMaterials.apply_character_look(), called only for
imported character GLBs, so props and level geometry keep exactly the crisp
banding they were calibrated with. The one shared change is that the toon
shader's second-step darkness is now the mid_tone uniform, defaulting to the
0.82 that was hardcoded — no change for existing callers.
Character shadow tint (0.64, 0.56, 0.72) is measured off the Sketchfab
reference render rather than guessed: sampling the hair there, shadow/midtone
lands near (0.63, 0.53, 0.70). Green drops hardest, which is what keeps
copper hair copper instead of washing it to brown.
debug/character_look_capture.gd renders the raw import beside our treatment
under matched lighting — the comparison this was tuned against.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Outline: the inverted-hull width was tuned when the look was heavier and
now reads as a thick marker stroke. Cut every call site to roughly a third
(characters 0.012 -> 0.004, level geometry 0.015 -> 0.005, Neon Alley's
size-scaled clamp 0.02..0.05 -> 0.007..0.018) plus the shader default, so
the ink line stays readable without fattening every silhouette.
Third-person weapon on HumanoidModel: the gun was parented to root_pivot at
a fixed (-0.15, 1.0, 0.4) — floating 40 cm off the chest while both arms
posed at it from a distance. Give the rig a real right-hand node at the end
of the forearm and hang the weapon there, so it travels with the arm. Its
aim is re-derived from the body each frame (hand_r_pivot's global basis is
copied from root_pivot), otherwise the barrel would swing around with the
arm animation. The hold pose is retuned to match: right elbow tucked at the
ribs with a level forearm, left arm crossing to the handguard.
_seat_weapon_in_hand() slides each weapon along its own barrel axis so a
plausible grip lands in the fist regardless of where the artist left the
model origin. It measures with MeshInstance3D.get_aabb(), not
mesh.get_aabb() — the FBX gun parts are skinned, so the Mesh resource still
carries bind-pose bounds tens of metres across.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Four separate third-person defects, one shared root: the arms were posed at
art-directed ANGLES that merely approximated the gun, and a stuck one-shot
flag kept handing them back to the animation clip.
- The rifle hold was silently DEAD after the first reload or throw. The gate
trusted AnimationNodeOneShot's `active` parameter, which never clears, so
clip_owns_arms stayed true forever and the clip drove the arms while the
gun hung off the hand. `_upper_lock` (a timer we own) is now the
authority, and the one-shot is explicitly faded out when it expires.
This alone is why the gun was never held correctly.
- Arms are now solved with real two-bone IK (`_ik_arm`) onto points derived
from the WEAPON: the stock is anchored in the shoulder pocket, the grip
and foregrip fall out along the barrel, and the support hand is placed on
the actual handguard (sliding inboard if the model is too long to reach).
Verified numerically: the hand lands within 2mm of its target.
- `_measure_weapon` measures the model's AABB along its barrel and re-seats
it so the hand sits at a realistic pistol-grip point. Weapon models put
their origin anywhere — the M4's was 10cm from the muzzle end, so parking
its stock in the shoulder drove the hand INTO the shoulder and folded the
arm up behind the head.
- Recoil now shows for the OWNER in third person: server_play_fire_effects
only ever fired for remote shooters, so the local player saw nothing. The
ammo counter dropping now kicks the model. The kick rides in the gun's aim
direction so the IK carries BOTH hands up with it, instead of rotating the
arms and shoving the support hand off the gun.
- Reload no longer flips the gun. The library's pistol-reload rotates the
wrist the gun is parented to, which turned the rifle upside-down (mag to
the sky) while the hand reached down for it. The hold now keeps the right
arm through a reload and the support hand does the magazine work at the
real mag well, under the receiver.
anim_capture gains recoil shots and lets ADS settle before framing;
debug/dump_bones.gd prints a skin's bone hierarchy.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Weapons no longer reload by spinning the gun 360 (that was the upside-down
flip; nothing detached). New ViewmodelAnim module drives per-style manual-of-
arms sequences on the existing model_root + named arm pivots, with a temporary
magazine/shell/rocket/cell prop that visibly leaves and returns to the gun:
- mag (M4/AK/MP7/DMR): roll gun to present the well, hand rips the mag
down and away, fresh mag up, seat, charge. Gun stays UPRIGHT.
- boltmag (AWP): mag swap + a distinct bolt-cycle rock.
- break (double barrel): hinge open, flick both shells out, drop fresh
shells in, snap shut.
- tube (rocket launcher): tip the tube in, shove a rocket home, shoulder.
- cell (plasma/nail gun): glowing energy cell swapped on the side.
Per-shot viewmodel recoil kick (ViewmodelAnim.apply_kick) scaled by each
weapon's recoil_amplitude, so an AWP slams and an MP7 chatters — replaces the
old flat model behaviour. Weapons expose reload_style; base classes call
play_reload / stop (on unequip) / apply_kick.
Knife: the old barely-visible flick is now a real diagonal slash that
alternates backhand/forehand, whips the blade through screen centre, and
fires the third-person melee arm-swing action (synced to other players).
Hair/materials: specular fully to 0 (even a 2% stepped glint swept as shine
across Taila's hair when the camera moved); rim trimmed to a whisper. Fully
matte cloth/hair now.
Verify: debug/fp_weapon_capture.gd screenshots each weapon's reload phases,
the knife slash, and the fire kick.
Co-Authored-By: Claude Fable 5 <[email protected]>
The saturation grade (1.3) was shifting authored hues — Taila's auburn
ginger hair rendered fire-truck red and the whole game read filtered.
Saturation 1.3 -> 1.08, contrast 1.05 -> 1.03: textures now carry their
own vibrancy. Verified by sampling the rendered hair against the source
texture: lit hue 18-20 deg vs authored ~20 deg.
Character rim/specular cut again (rim 0.15/0.4 -> 0.08/0.32, spec
0.06 -> 0.025 @ 64): hair and cloth read fully matte, no wet sheen.
Co-Authored-By: Claude Fable 5 <[email protected]>
Two fidelity gaps closed:
- Reload/throw/shoot/hit used to REPLACE the whole-body clip, so reloading
mid-slide snapped the character upright on standing legs. The model now
runs a runtime AnimationTree (clips -> Transition -> TimeScale -> OneShot)
whose one-shot layer is FILTERED to upper-body bones: the arms play the
action while the legs keep sliding/running/falling. Land stays full-body.
The rifle hold releases exactly while the one-shot node reports active.
- Grapple no longer plays the library's horizontal-swim clip. The zip pose
is procedural: Fall as the airborne base, the spine pivots to fly along
the line to the actual anchor point (capped so overhead shots don't fold
the body), the head sights the anchor, legs trail behind, the FREE left
hand reaches up the rope — and the right hand keeps holding the rifle.
The anchor point feeds in from the controller for local and remote
players (synced_grapple_point).
- anim_capture: deterministic open-ground teleport + two new regression
shots (reload-while-sliding, grapple zip toward a real anchor).
Co-Authored-By: Claude Fable 5 <[email protected]>
- Third-person camera chain is now HeadPivot > OrbitPivot > ShoulderOffset
(0.55m right, 0.12m up) > SpringArm(2.6m, 14 deg) — the character sits
slightly left of screen centre over-the-shoulder instead of dead centre
behind. Aim is unchanged (still the first-person camera).
- Hold Alt in third person to orbit the camera freely around the character
with the mouse (yaw wraps, pitch clamped -69..+29 deg); the character
keeps facing and aiming where it was. Release Alt and the camera springs
back behind the shoulder.
- debug/orbit_capture.gd: screenshots the OTS framing, a driven orbit, and
the spring-back for visual regression.
Co-Authored-By: Claude Fable 5 <[email protected]>
Everything read as wet plastic or glowing porcelain for two stacking
reasons, both fixed centrally:
- toonify() shipped every character/prop/weapon with a hot rim (0.45 over
65% of the silhouette) and broad stepped specular (0.25 @ shininess 24) —
patent-leather highlights on any dark surface. Now a thin rim (0.15/0.4)
and a small tight glint (0.06 @ 56); shader defaults match.
- The LINEAR tonemapper clipped lit white surfaces (sun + ambient push
facades past 1.0) and the glow pass bloomed the clip, so buildings glowed
like porcelain. Switched to FILMIC with white=2.4: near-linear through
the cel bands (they stay crisp), soft shoulder above 1.0. Glow threshold
1.1 -> 1.45 so only genuine emissives (neon, tracers, plasma) bloom.
- Saturation 1.22 -> 1.3 compensates filmic mids — vibrancy unchanged.
- Neon Alley: ambient 1.7 -> 1.35 / sun 2.2 -> 2.5 — the shoulder no longer
hides the ambient lavender cast, so let the sun shape the facades.
Co-Authored-By: Claude Fable 5 <[email protected]>
New selectable skin: Taila (original anime character by Partaevil,
CC-BY, license kept alongside the model), cel-shaded with ink outlines,
running the full 18-clip animation set + the new rifle-hold pose layer.
Pipeline hardening learned the hard way (each of these produced a broken
character before the fix):
- tools/strip_rig.py: strips a foreign rig (VRoid/Mixamo names bake FLAT
clips in the name-based retarget), keeps only meshes skinned to that rig
(scene props were joining into the player model), recentres feet-on-origin,
and reroutes image textures into Principled base color for re-export.
- tools/unlit_to_pbr.py: KHR_materials_unlit anime models carry their albedo
in emissiveTexture over a black base — Blender 5.1 drops the texture on
import, rendering the character pitch black. Rewrites the GLB JSON to
standard textured PBR before Blender ever sees it.
Also dropped the Elle import attempt: her rest pose is seated (posed scene),
which the T-pose autorig cannot use.
Co-Authored-By: Claude Fable 5 <[email protected]>
The clips were playing all along, but every locomotion state used unarmed
jog arms while the gun floated at the hip, so nothing looked animated.
- ShooterPoseModifier now REPLACES the arm chain with a direction-based FK
rifle hold (low-ready at hip, shouldered on ADS) instead of nudging the
unarmed clip additively; the wrist is solved so the muzzle points exactly
along the aim line, gun kept upright (no-roll constraint).
- Per-arm release logic: reload/throw/hit one-shots, dance, death, the
slide ground-brace, wall-run reach and grapple free the authored clips.
- Third-person weapon: fixed re-hide on weapon swap while in third person,
scaled to character proportions, gripped along the hand.
- Armed idle uses Idle (arms owned by the hold) instead of arms-crossed
PistolIdle base.
- FP viewmodel arms: character-styled sleeve + teal cuff + skin hand
instead of the blue slabs.
- debug/anim_capture.gd: front+side screenshots of every movement state,
one-shot action and ADS for visual regression of the model pipeline.
Co-Authored-By: Claude Fable 5 <[email protected]>
The weapon dips down-and-inward with a roll when a reload starts, holds
through the reload, and rises as it completes — driven by the weapon's
actual reload_timer so the motion always matches the reload duration.
Complements the reload ring UI and the third-person reload clip.
Smoke 0 failures, movement 11/11.
Co-Authored-By: Claude Fable 5 <[email protected]>
Third-person player characters now animate every action with readable
intent (all networked, cel style preserved):
- Look-around: upper body follows the owner's camera pitch — distributed
over spine/neck/head so aiming up/down reads on the whole silhouette
(driven by the already-synced HeadPivot rotation on remotes)
- Reload: the baked PistolReload clip plays as a one-shot whenever the
equipped weapon starts reloading (local edge-detect poll -> new synced
action counter replays it on every peer)
- Grenade throw: new Throw clip baked from the library's overhead swing
(Sword_Attack retarget); triggers on throw, synced the same way
- Shot recoil: visible kick on the shooter's model (shoulders snap back,
forearms rise, fast decay) driven by the existing fire-effects RPC —
remote players' shots now look like shots
- Slide: trailing arm braces against the ground for balance on top of the
feet-first pose
- Armed idle confirmed in capture: weapon held at ready, not arms-down
Plumbing: synced_action/synced_action_seq added to all three player
spawners' replication configs; ACTIONS table on the model maps names to
clips + lock times.
Verified: 18 clips resolve (incl Throw), smoke 0 failures, movement
11/11, acoustics PASSED; third-person run + armed idle captures clean.
Co-Authored-By: Claude Fable 5 <[email protected]>
New assets/shaders/ink_edge.gdshader: fullscreen depth+normal discontinuity
detection draws thin ink lines over the whole scene — the renderer-level
line pass anime-styled games use. Works on every model regardless of mesh
topology (kit buildings, cars, heroes, characters), with distance fade so
the skyline stays clean. Attached via LevelEnvironment so every map gets
it for whatever camera renders (first-person, third-person, spectator).
Street capture verified: crisp uniform outlines citywide, no artifacts.
Co-Authored-By: Claude Fable 5 <[email protected]>
- footbridge.glb: 18m truss footbridge over the central avenue one block
south of the rail line — X-pattern teal trusses, mesh railings, real
stair flights at both ends. Deck and stairs are WALKABLE (box deck
collider + invisible ramp colliders over the stair visuals): a third
elevated crossing route between the viaduct and the plaza, and a new
grapple anchor over the avenue
- platform.glb: station platform strips on the viaduct deck flanking the
crossing — canopy on posts, benches, line signs; dresses the deck route
players actually run
- Fixed a parse error from an undefined color constant caught by the
capture loop (blank render -> error -> fix -> verified)
Movement 11/11, smoke 0 failures; full-city aerial verified.
Co-Authored-By: Claude Fable 5 <[email protected]>
Second round of original Blender-kitbashed street furniture
(tools/build_hero_assets.py):
- yatai.glb: ramen cart — noren curtain strips on a hanger bar, counter,
wheels, three stools, paper lantern, red roof with ink trim; one at
every market mouth (wood collider)
- koban.glb: police box with teal roof, door, framed window, sign board
and red lamp — watches the central crossing from the SE plaza corner
- phonebooth.glb: green-framed glass booth on ~25% of retail corners
- busstop.glb: bench + glass canopy + yellow sign disc, alternating
blocks along the central avenue, both directions
- bicycle.glb: torus-wheeled bikes with frame/seat/basket, parked in
seeded rows of 2-4 beside building fronts
All toonified with ink outlines; colliders acoustics-tagged (wood/
concrete/glass/metal). Movement 11/11, smoke 0, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
First bespoke art authored for the project (tools/build_hero_assets.py,
headless Blender 5.1 -> assets/props/hero/):
- konbini.glb: 8m convenience-store front — fascia + teal sign band with
ink trim, framed windows with sills and window ads, recessed double
glass door, angled awning, drink machine, hedge planter. Placed on
~1/3 of wide buildings (glass-tagged collider)
- station.glb: viaduct station entrance — canopy on pillars, real stair
steps with handrails and balusters, sign totem; placed at the central
avenue crossing of the rail line
- clock.glb: 10m plaza clock tower — tiered base, ringed column, 4 clock
faces with hands, teal crown; anchors the south-west plaza cell
- torii.glb: proper torii with segmented curved kasagi, shimaki, nuki
beam and plaque — replaces the box torii in every shrine courtyard
(invisible pillar colliders keep gameplay identical)
All hero pieces run through the toon pipeline with fine ink outlines.
Every part beveled; flat cel palette matches the city.
Verified: city renders clean with hero pieces placed; movement 11/11,
smoke 0 failures, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
1-2 per building at second-floor height on metal brackets, double-faced
with generated ad graphics — the perpendicular sign clutter that defines
Akihabara/anime-city streets and makes rows read dense from street level.
Verified via street capture; smoke test 0 failures.
Co-Authored-By: Claude Fable 5 <[email protected]>
Final detail pass — no gameplay object remains a plain box:
- Markets: box stalls replaced with modeled kit stalls (4 styles seeded),
hidden box colliders keep the wood acoustics; hand carts at the market
mouths; standing lanterns between stalls
- Shrines: hanging lanterns on the stone pillars, wooden fences flanking
the torii approach
- Towers: giant mid-height wall ads on the street faces (the anime-city
mega-ad look), on top of crown boards and corner columns
- Storefront awnings (kit detail piece) on ~40% of buildings
- Traffic signals at every central-avenue crossing, diagonal from the
streetlights
- Fantasy Town Kit (CC0) installed at assets/props/town
Verified via street capture (wall-scale glyph ads, pharmacy signs,
banner ads, stalls, carts); movement 11/11, smoke 0, acoustics PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
The city's flat color sign panels are now real graphic designs, closing
the street-level "graphic density" that anime cities live on:
- tools/generate_ads.py: procedural ad library (24 textures) — bold
two-tone layouts (diagonal splits, bands, circles, stripes) with
fake-glyph text blocks that read as kanji/kana from gameplay distance,
inked borders, seeded palette system
- Every building gets 1-3 street-level posters plastered on its facade
- Vertical sign columns render a stacked-glyph column texture
- Rooftop billboards, tower crown boards (both faces) and the central
4-face screen tower all show distinct ad graphics
- Posters under the viaduct arches on every pier
- All panels lit (albedo + emission of the same texture) so they glow
as signage without blooming out
Verified via street capture (glyph posters, pharmacy-cross signs, ad
boards visible down the avenue); movement 11/11, smoke 0 failures,
acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
Streets are now populated: seeded parking lanes hug the curbs of every
N-S street with sedans, taxis, vans, SUVs, hatchbacks, delivery trucks
and the occasional police car (~100+ across the city).
- Wheels attach at the models' wheel-socket empties at spawn
- Metal-tagged box colliders: cars are cover that sounds like cover
- Toonified + darkened base tint (kit albedo clips under the map light)
with per-car hue jitter for varied paint jobs
- Slight rotation jitter so parking reads natural, not stamped
Verified via street capture (colored cars parked down the avenue, no
clipping/glow); movement 11/11, smoke 0 failures, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
Closes more of the gap to hand-authored city art at eye level:
- Kenney City Kit Roads (CC0) installed: every street in the 10x10 grid is
now real road meshes — lane-marked straights (single stretched mesh per
segment) and line-marked crossroad tiles at all 81 intersections, tinted
to sit under the toon lighting without clipping
- Kit streetlights (curved arms over the road) along both central avenues,
with slim pole colliders kept for grapples
- Kenney Nature Kit trees replace the cone/box stand-ins in shrine
courtyards and plaza planters (original kit materials kept — the toon
swap mangled their vertex colors into cyan)
- Overhead cable bundles sag across the east-west streets (the classic
urban-Japan sky clutter), drawn as ink lines; central avenue kept clear
- Construction sites get cones + barriers from the roads kit
- Per-building tint jitter so repeated kit models read as distinct shops
Verified via street/aerial captures (dark marked asphalt, green trees,
detailed facades); movement 11/11, smoke 0 failures, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
Boxes with lines can't reach the requested fidelity — the city now uses
real modeled architecture, toonified into the cel style:
- Kenney City Kit Commercial (CC0, 41 GLBs) installed at
assets/props/citykit: 13 mid-rise buildings + 5 glass skyscrapers with
actual modeled window insets, doors, storefronts, awnings, trim and
rooftop detail, plus parasol/awning props
- Standard + market blocks: street edges fill with seeded kit buildings
(measured catalog drives placement, x13 scale -> 11-32m facades) over
box colliders; Akiba signage layer (corner sign columns, glowing
segments, roof billboards) attaches aligned to each model's bounds
- Tower blocks: kit skyscrapers (up to ~70m curtain-wall glass) on the
walkable podium, seeded rotation, crown billboards kept
- Market blocks add cafe parasols among the stalls
- SSAO enabled + exposure recalibrated for the kit's bright albedo
(sun 2.2 / ambient 1.7); lighter asphalt/paving to match; lighter haze
All kit meshes run through apply_toon_recursive: toon banding over the
kit textures, matching characters/weapons/VFX.
Verified: street + aerial captures (detailed facades at eye level, dense
believable skyline); movement 11/11, smoke 0, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
Scaled the single block to a full 10x10 city grid (48m cells, 16m streets,
640m across) with a hand-authored layout so the fabric stays varied:
Block types:
- S standard retail (70%): paired parametric buildings facing the N-S
streets, seeded heights/colors per block; ~half get a mid-block alley
with fire-escape climbs so no two blocks play identically
- T landmark towers: 8-10 floors on a walkable retail podium, mega corner
sign, double-sided rooftop crown billboard (skyline wayfinding)
- J shrine courtyards: walled court, torii, slide-roof hall, lanterns,
trees — the green quiet break in the fabric
- M market streets: dense stall rows + lantern strings between low
buildings (close-quarters cover mazes)
- P plaza cluster at the city centre with planter cover and a giant
4-face screen tower at the exact middle (the Crossing)
- C construction sites: open slab frame to wallrun, access ramp, container
stacks, and a 28m crane whose jib is the city's tallest grapple anchor
City systems:
- Brick rail viaduct runs the full east-west width on per-block piers with
vending arcades under alternating arches + slide ramps at the centre
- Central avenues x=0/z=0 get matched streetlights and zebra crossings at
every block line; brick wall rings the district; city-haze fog for depth
- Detail pass per building: window bands every floor, water tanks/antenna
masts seeded on roofs, denser sign stacking
Perf/physics: decoration (signs, windows, leaves, lamp heads) is
render-only MeshInstances; only gameplay surfaces are static bodies, all
acoustics-tagged. Spawns distributed across block types facing centre.
Verified: full-city aerial (all 100 blocks, aligned grid), avenue-level
capture (clean canyon, viaduct vista); movement 11/11, smoke 0 failures,
acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
Complete new approach after the hand-placed layout shipped misaligned:
every element now derives from a street grid and its building's footprint,
so alignment is structural, not luck.
District structure (modeled on Akihabara's Chuo-dori / Denki-gai / JR
viaduct):
- 16m avenue flanked by continuous mid-rise rows; buildings defined ONLY
by z-interval + floor count (4m quantized floors), packed edge-to-edge
- _building() derives everything from the footprint: parapet lips on the
roof rim, inset glass storefront, sidewalk canopy, stacked per-floor
sign bands, a solid vertical corner sign column with glowing segments,
evenly spaced roof AC units, rooftop billboard on 4+ floor buildings
- Brick rail viaduct crosses the whole block on piers with an under-track
vending arcade; sidewalk-aligned slide ramps with handrails reach the
deck on both flanks
- Denki-gai alley cut through both rows (wallrun walls + fire escape
platforms climbing per floor); red SEGA-style landmark + blue
electronics building anchor the north corners
- Matched streetlight pairs every 16m with arms over the road; zebra
crossings at the alley mouth and south block; spawns on sidewalks/deck
facing the map center
Movement: viaduct high lane + roof-hop onto the 2-floor row, canopy lane
above each sidewalk, alley wallruns + fire escapes, grapple anchors on
lamp arms / sign columns / viaduct edge / billboards, slide ramps.
Acoustics: facades concrete, storefronts glass, canopies wood, viaduct
brick, signs/AC/vending/lights/escapes metal.
Renamed in the level selector: "Akiba Crossing". Verified via aerial and
street captures (aligned rows, clean canyon, viaduct framing); movement
11/11, smoke 0 failures, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
- LevelMaterials.flat(): toon-banded FLAT color material (no greybox grid
texture) for dressed maps; cached per tint, rim/spec off
- Neon Alley overrides _box_static: every structure renders flat cel color;
prop-scale pieces (<10m) get an inverted-hull ink outline scaled to their
size. Building-scale boxes skip the hull — the inflated plates smear into
black voids at close range (found via fixed street-camera capture)
- Pylon wires render as flat ink lines; warmer wood + hotter vermilion for
flat shading (the grid multiply used to brighten tints)
- visual_capture: deterministic street-level shot after the aerial for
style comparisons
Street capture now reads properly BoomerangX: flat lavender asphalt, hard
light bands, torii framed down the underpass, neon strips + sign glow.
Co-Authored-By: Claude Fable 5 <[email protected]>
New map (scenes/maps/neon_alley/, auto-appears in the level selectors):
Layout for movement flow:
- Main N-S street = the long sightline, crossed by a pedestrian bridge
(slide ramps up both ends, underpass cover below, railed high ground)
- West machiya row: wooden two-story houses with a jump route
(awning -> balcony -> roof deck) and 25-degree slide roofs facing the street
- East concrete towers with glass storefronts; brick wallrun alley between
them (AC units to vault); metal fire-escape platform route to the roofs;
angled rooftop billboard as cover + grapple anchor
- Three power pylons with crossarms over the street chain a grapple route;
the torii gate crossbeam at the north shrine plaza is a fourth anchor
- South market: wooden stalls with neon canopies + metal vending machines
= scattered mid cover; shipping container corner piece
- Spawns ring the block and face the map center
Acoustics as level design: every surface is tagged (machiya/stalls/torii
wood, towers concrete, storefronts glass, alley+perimeter brick, escapes/
AC/rails/container metal) so occlusion tells you which structure a shot
came through and reflections differ per street.
Style: sunset sky + fixed dusk-lavender ambient (calibrated for the toon
shader's 1/PI light response), warm low sun, neon sign columns, shop signs,
lantern strings, billboard glow, underpass strip lights.
Verified: aerial + street-level + third-person captures; movement 11/11,
smoke 0 failures, acoustics ALL PASSED.
Co-Authored-By: Claude Fable 5 <[email protected]>
New Acoustics system (globals/acoustics.gd):
- Occlusion: rays from listener to source collect up to 3 occluding bodies;
each surface's material adds transmission loss and lowers the lowpass
cutoff. A gunshot through wood stays warm (-8dB, 1.4kHz), brick muffles
hard (-15dB, 600Hz), concrete harder (-18dB, 450Hz), metal keeps more
highs (-11dB, 1kHz), glass barely muffles (-5dB, 2.6kHz). Applied via
each AudioStreamPlayer3D's attenuation filter.
- Early reflections: loud sounds (gunfire, explosions) probe 8 directions
for nearby walls; each close surface plays a quiet, delayed (path/343ms),
material-filtered copy from the mirror point — shots audibly slap back
off structures so players can triangulate. Sub-30ms echoes are skipped
(they perceptually merge with the direct sound).
- Surface classification: builder-set acoustic_material meta -> node-name
keywords -> metallic-material inference -> concrete default; cached.
Integration:
- AudioManager.play_3d applies occlusion at fire time and re-filters all
playing positional sounds every 0.12s (walking behind a wall mid-sound
audibly muffles it); flight loops opt in via "acoustic_occluded" group
- Remote players' gunshots were entirely SILENT — rpc_play_fire_effects now
plays the right weapon's shot at the shooter's position, occluded and
reflected like everything else
- Remote players' footsteps were also silent — now positional + occluded,
cadence scaled to their speed
- Test level tagged: brick arena walls, wooden platforms/obstacles, metal
wall-run corridor/rails/dash platforms; dust2 sandstone reads as brick
Tests: debug/acoustics_test.gd (12 checks: per-material loss ordering,
multi-wall stacking, reflection delay/filter, name classification) — all
pass; movement 11/11; smoke 0 failures.
Co-Authored-By: Claude Fable 5 <[email protected]>
The library's master sheet revealed the primary AK-47 sample (C_27P) was a
full-auto LONG BURST, and two other slots used burst takes (C_34P, P_22P) —
one trigger pull audibly played several rounds. Beyond that, the single-shot
recordings carry outdoor-range slap-back echoes arriving as discrete pops at
~0.23s/0.33s/0.45s, which also read as extra shots.
- All fire sounds rebuilt from sheet-verified SINGLE-shot takes only
(AK-47 gets C_28/C_31 + same-caliber SKS as third variation; MP7 gets
single PPSh takes + Walther PPQ 9mm)
- Every sample now ends before the first echo can play: full level through
the crack (~0.145s), faded out by 0.21s (times scale with pitch rate)
- Verified with silencedetect: every fire WAV is a single transient with
no mid-file re-attacks
Co-Authored-By: Claude Fable 5 <[email protected]>
- Gunshots: strip lead-in silence from every firearm recording (the audible
delay between trigger and bang) and hard-trim to a single 0.7s crack with
a fast fade — the outdoor-range echo read as 2-3 extra shots. Big single
shots (AWP/shotgun/rocket/mortar) keep a 1s tail but still one boom.
- Hit confirm: short fleshy punch thock instead of the bell ("taco bell")
- Dash: clean synthesized air whoosh (bandpassed pink noise swell) instead
of thruster fire crackle; grapple shoot inherits it
- Jump: push-off foot scuff + faint whoosh instead of the balloon boing
- Wind speed-loop: deep lowpass so it reads as rushing air, not fire
- Grenade: silent in flight — the rocket-engine loop made it sound like it
was burning; bounces still audible
Verified: reimport + smoke test 0 failures, 11/11 movement tests.
Co-Authored-By: Claude Fable 5 <[email protected]>
Audio:
- All ballistic weapons now fire real firearm recordings (The Free Firearm
Sound Library, CC0): AK-47 uses actual AK-47 shots, M4=AR-15, MP7=PPSh,
AWP=Mosin Nagant, DMR=Savage 10, shotgun=Mossberg/Nova, nailgun=Ruger .22,
rocket/mortar layered with real booms. Plasma keeps its energy sound.
- Reload is real lever-action foley instead of interface clicks
- Projectile flight loops localized: unit_size 50->6, max_db 6->0,
max_distance 45 — no more mortar/rocket drone in every player's ear;
loops also got proper loop_end (was a zero-length loop)
- Flight loops lowpassed into soft whooshes instead of sci-fi engine drones
- Menu music converted to OGG with native full-track looping (47s seamless,
replaces the broken manual WAV loop points)
Animations (movement-shooter pass):
- Rebaked miku.glb with 4 new clips from the CC0 library: Grapple (swim
reach — reads as a swing), PistolIdle (armed idle with weapon up),
PistolShoot, PistolReload
- Armed idle: standing with a weapon now uses PistolIdle instead of
arms-at-sides
- Slide pose overhaul: legs kick out front (lead/trail thighs, knees
straighten) — feet-first slide instead of "sitting in a crouch"
- Wall run: forward drive pitch + inner arm reaches out to the wall
- Per-transition blend times: dash/hit/jump cut fast (0.05-0.08s),
locomotion cross-fades smoothly (0.2-0.25s); CrouchWalk speed-scales
Fixes:
- Third-person camera no longer renders the first-person viewmodel layer
(the gun/arms floated in front of the third-person view)
Verified: 11/11 movement tests, smoke test 0 failures (17 clips resolved),
third-person run screenshot shows grounded animated model, no floating gun.
Co-Authored-By: Claude Fable 5 <[email protected]>
Audio (all CC0 — Kenney packs + OpenGameArt, see assets/sounds/SOURCES.md):
- Replace every procedural synth WAV with forged sounds (ffmpeg pitch/layer
mixes): distinct fire sounds per weapon with 2-3 variations, explosions,
footsteps x5, land/jump/dash/vault, knife swing, hit/kill confirms,
bullet impacts, reload, flight loops, UI hover/click/confirm/error,
match jingles, menu music
- AudioManager.stream_for(): AudioStreamRandomizer per sound id — every
weapon now gets variation + pitch randomization on each shot
- Explosions and bullet impacts play positional audio; landing has its own
sound instead of a pitched footstep; ambient wind bed on every map
Visuals:
- ExplosionVFX: shared cel-shaded burst (white-hot stepped core, ink
shockwave ring, star spikes, flat smoke puffs) replaces the orange
sphere in both local and remote-replay paths
- Comic star muzzle flashes on all weapons; unified cel tracer bolts with
ink outlines across hitscan/shotgun/remote paths
- Impact decals: hard-stepped ink-splat gradients instead of soft airbrush
- Toon shading on first-person view models + arms, third-person weapons,
and the procedural humanoid fallback (no hull outlines on FBX weapons —
their hard normals tear the inverted hull)
- Fix: giant soft "blob" highlight on floors — toon rim/specular disabled
on level-geometry materials (pre-existing artifact since the cel commit)
- Fix: own third-person weapon rendered into the first-person camera
(shadows-only now covers first_person_mode)
UI:
- UITheme: comic theme on the root window — Bangers display font (OFL),
paper panels with thick ink borders + hard drop shadows, papaya accent,
themed buttons/inputs/popups; hover/click sounds on all menu buttons
- Main menu: tilted comic wordmark, sunset toon diorama, looping menu music
- Match HUD: themed scoreboard/killfeed/kill counter
Viewports:
- 4x MSAA project-wide + viewmodel/diorama viewports (crisp ink lines)
- Viewmodel camera near plane 0.01; third-person camera FOV syncs settings
- debug/visual_capture.gd: dev tool to screenshot menu + level for review
Verified: 11/11 movement tests, spawn smoke test 0 failures, before/after
screenshot comparison of menu and level.
Co-Authored-By: Claude Fable 5 <[email protected]>
- SkinnedPlayerModel: generic play_oneshot() (generalizes the Land lock),
Hit and Dance in the clip table (Dance loops), restartable clips
- Hit flinch: victims visibly react on every peer's screen via the existing
damage broadcast — no new RPC
- Dance emote on B: toggles while grounded and idle, breaks on any movement;
synced to remotes via synced_is_dancing (all three spawner configs)
- Anime radial speed-lines overlay (canvas shader): fades in past ~1.2x walk
speed, spikes on dash, widescreen-corrected clear center
- New input action 'emote' (B) in project.godot
11/11 FSM tests, spawn smoke 0 failures.
Co-Authored-By: Claude Fable 5 <[email protected]>
- toon.gdshader: banded diffuse with cool-tinted shadows (3 tones), stepped
specular, rim light, and an optional world-triplanar albedo path so level
geometry keeps the 0.5 m grid with no UVs
- toon_outline.gdshader: inverted-hull ink outline, applied via
material_overlay so it works on skinned (deforming) meshes
- LevelMaterials: tinted() now returns toon grid materials; toonify()/
apply_toon_recursive() convert imported character/prop materials in place
- SkinnedPlayerModel: characters get toon shading + outline on load
- LevelEnvironment: shared stylized environment for all maps — saturated
anime sky, linear tonemap (filmic/ACES crush cel bands), bloom for
emissives, saturation+contrast grade, light depth haze; test level and
dust2 now use it and the procedural arena (which had NO environment)
gets it plus runtime toonification of its baked geometry
Co-Authored-By: Claude Fable 5 <[email protected]>
- Air: direct steering bends existing velocity toward input without changing
its magnitude (air_steer_rate), on top of Quake accelerate with raised
gains (air_strafe_accel 55->90, per-tick cap 1.2->2.5). No-input air drag
nearly removed so held momentum carries. Steering skips opposing input to
avoid flipping through zero.
- Dash: charge system on the machine — dash_charges (2) spend instantly,
each recharges in dash_cooldown (2 s). get_dash_cooldown_remaining() now
reports time to the NEXT charge (0 while one is banked) so existing HUDs
keep working; get_dash_charges() added for pips.
- Tests: dash tests updated to the charge API + new coverage for
spend-2-then-recharge; 11/11 pass, spawn smoke clean.
Co-Authored-By: Claude Fable 5 <[email protected]>
- Generated CC0-style prototype grid textures (0.5 m cells) and a shared
LevelMaterials factory: world-space triplanar mapping over every code-built
level (test level, dust2, procedural arena) with the existing color coding
kept as tints. Readable surfaces at speed instead of flat color boxes;
materials are cached per tint so identical surfaces batch.
- .gdignore + .gitignore the raw downloaded asset packs in addons/ whose
overlong paths broke Godot import scans and spammed git warnings.
- Replaced the rotted FSM test file (invalid call(t) on Callables, stateless
stub nodes, hung forever without quitting) with a real suite: 10 tests
covering state registration, jump bookkeeping, wall-run momentum
preservation and upward-carry cap, per-player dash cooldown (regression for
the old shared static), dash speed stacking, chain soft cap, landing
events, and slide entry momentum. New headless entrypoint:
godot --headless --path . -s res://movement/tests/run_fsm_tests.gd
Co-Authored-By: Claude Fable 5 <[email protected]>
The shipped skin GLB only had Idle/Walk/Run/Jump, so Slide, WallRun, Crouch,
Dash, Fall and Land all fell back to the wrong clips. Rebuilt via the Blender
pipeline from the library-skeleton rigged model (the old miku_proper_anim was
on a different skeleton, so retargeting silently baked flat clips — and the
shooter pose layer's DEF-* bone names never matched it either).
miku.glb now ships Idle, Walk, Run, Sprint, Jump, Fall, Land, CrouchIdle,
CrouchWalk, Dash (roll), Death, Hit, Dance from the Quaternius Universal
Animation Library (CC0). Verified per-bone keyframe motion in the export and
rendered pose stills for deformation QA (no crossed arms / stretched feet).
Also removed five stale experimental skin GLBs + extracted textures and the
one-off editor import scripts; skins.json now lists only the working skin.
Co-Authored-By: Claude Fable 5 <[email protected]>
- Quake-style air-strafe accelerate (real speed gain from strafing; external
speed from dash/rockets never clamped)
- Wall run: keeps entry momentum (incl. upward carry), accelerates along the
wall instead of hard-setting velocity, gravity fades in over the run
- Slide: slope physics (gravity projected along floor accelerates downhill),
flat-ground decel instead of multiplicative friction, entry boost, direct
slide->wallrun and slide->dash transitions
- Dash: cooldown 10s -> 2s, per-player (was a static shared across instances),
momentum fully kept on exit, FOV punch event
- Grapple: taut pendulum with active rope control (W reels in, S pays out),
release keeps swing energy
- Wall climb: carries upward momentum in, jump-off kick, shared vault helper
- Crouch capsule: single owner in the machine, smoothly lerped, ceiling check;
camera eye height follows via crouch factor (no more head snapping)
- Landing: machine emits 'land' events scaled by impact; camera dip + pitched
down thud; footsteps get pitch variation
- Camera rig: event-driven (land dip, dash FOV kick, vault pitch impulse),
slide roll tilt
- Model: Jump vs Fall split by vertical velocity, Land one-shot on heavy
landings, wall-run body lean (synced to remotes via synced_wall_side)
Co-Authored-By: Claude Fable 5 <[email protected]>
Godot import artifacts that pair with already-committed assets:
- miku_test_Image_0..3.png: textures extracted from miku_test.glb on import
- .uid files for spawn_smoke_test.gd and audio_manager.gd
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Layer a procedural SkeletonModifier3D (ShooterPoseModifier) on top of the base
clip so the character reads like a movement-shooter avatar:
- Directional lean: banks into the movement direction (right/left/back) and
blends smoothly for diagonals, driven by velocity relative to facing.
- Slide: leans the torso back and pitches the head up to look forward, instead
of the base clip's forward-torso/legs-out "spine break".
- Airborne: plays a composed Jump pose (weapon ready) rather than a flailing
fall.
- Weapon hold: the base clip already keeps the arms down (weapon at the hip);
on ADS both arms lift and swing in toward centre-front to aim. ADS is read
from the active weapon and synced (synced_is_ads) so remote players raise
their weapons too.
The controller feeds movement direction + ADS to SkinnedPlayerModel.set_locomotion()
each frame (works for local and remote via synced velocity/rotation). All
rotations are authored in skeleton space (fwd=+Z, up=+Y, right=-X) and converted
per-bone; tuning constants are at the top of ShooterPoseModifier.
Verified by rendering the poses (idle/strafe/back/slide/ads) in a real Godot
viewport. Smoke test 30/30.
Co-Authored-By: Claude Fable 5 <[email protected]>
The model animated but deformed wrong: arms crossed the torso and foot heels
stretched to the model's center-bottom. Two root causes, both fixed:
1. Pose mismatch. Sketchfab models are modelled in an A-pose (arms angled
down) but the Quaternius library rests in a T-pose. Binding the A-pose mesh
to T-pose arm bones misweighted the arms, and the library clips (which
rotate arms ~70° down from the T rest) then shoved the already-drooped arms
across the body.
Fix: autorig.fit_arms_to_mesh() reorients each arm bone chain along the
model's real arm direction; merge_animations retargets every clip from the
library's T-pose rest onto the fitted rest via world-space constraint bake
(Copy Rotation/Location + nla.bake), so world motion is reproduced
regardless of the rest difference.
2. Feet-to-center stretch. The library's deform-flagged `root` bone runs up
the body centre-line; nearest-bone weighting assigned inner-foot/heel verts
to it, stretching them to center when animated.
Fix: exclude root/control/mechanism bones from weighting (_NON_DEFORM_HINTS).
Also upgraded nearest-bone weighting from rigid (1 bone/vert) to a smooth
inverse-distance blend across the nearest 4 bones, so joints deform cleanly.
Bone-heat still fails on Miku's joined hair/clothing mesh, so this is the
primary path.
Verified by rendering Idle/Walk/Run poses (Blender): natural stance, arms at
sides swinging correctly, feet planted, proper running stride. Smoke test
still 30/30.
Co-Authored-By: Claude Fable 5 <[email protected]>